Director
R. Cameron Craddock, PhD Director, Computational Neuroimaging Lab, Nathan S. Kline Institute for Psychiatric Research, Orangeburg, NY and Director of Imaging, Center for the Developing Brain, Child Mind Institute, New York, NY. [CV] [Github] [Google scholar] [Impact Story] [ORCID] [Researcher ID] [ResearchGate]
Faculty
Victor Dyakin, PhD - Research Scientist, Nathan S. Kline Institute for Psychiatric Research, Orangeburg, NY. [CV] [Google scholar] [Impact Story] [Github]
Howard Kushner, PhD - Research Scientist, Nathan S. Kline Institute for Psychiatric Research, Orangeburg, NY. [CV] [Google scholar] [Impact Story] [Github]
Sang Han Lee, PhD - Research Scientist, Nathan S. Kline Institute for Psychiatric Research, Orangeburg, NY. [CV] [Google scholar] [Impact Story] [Github]
Dave Lewis, PhD - Research Scientist, Nathan S. Kline Institute for Psychiatric Research, Orangeburg, NY. [CV] [Google scholar] [Impact Story] [Github]
Staff
Daniel J. Clark, MS - Research Engineer, Child Mind Institute, New York, NY. [CV] [Google scholar] [Impact Story] [Github]
Carol Froehlich, MS - Research Assistant, Nathan S. Kline Institute for Psychiatric Research, Orangeburg, NY. [CV] [Google scholar] [Impact Story] [Github]
Steven Giavasis, MS - Research Engineer, Child Mind Institute, New York, NY. [CV] [Google scholar] [Impact Story] [Github]
Amalia McDonald, BA - Research Assistant, Nathan S. Kline Institute for Psychiatric Research, Orangeburg, NY. [CV] [Google scholar] [Impact Story] [Github]
John Pellman, BA - Research Assistant, Child Mind Institute, New York, NY. [CV] [Google scholar] [Impact Story] [Github]
Former Members
Nicholas T. Van Dam, PhD - currently Post Doctoral Fellow, Department of Psychiatry, Ichan School of Medicine at Mount Sinai, New York, NY.


"NIMROD "firm, a descendant of Cush, the son of Ham. He was the first who claimed to be a “mighty one in the earth.” Babel was the beginning of his kingdom, which he gradually enlarged (Genesis 10:8-10). The “land of Nimrod” (Micah 5:6) is a designation of Assyria or of Shinar, which is a part of it.
"NIMROD "firm, a descendant of Cush, the son of Ham. He was the first who claimed to be a “mighty one in the earth.” Babel was the beginning of his kingdom, which he gradually enlarged (Genesis 10:8-10). The “land of Nimrod” (Micah 5:6) is a designation of Assyria or of Shinar, which is a part of it.


I love sports and I think it is a great way to relax and to learn team building skills.
I also enjoy watching sports nothing brings people together like a good match.
I started kickboxing when I joined UCC.It is a very physically challenging sport.
We Pratice every Monday and Wednesday Evening


@(upcomingEvents: Seq[service.MeetupEvent],
pastEvents: Seq[service.MeetupEvent],
photos: Seq[service.Photo],
talks: Seq[service.Talk])
@layout.main(None, "start") {
Welcome to the Vienna Scala User Group!
Upcoming events
@upcomingEvents.take(3).map { event =>
@event.name
@event.displayTime @@ @event.venue.name
@event.description
Read more
}
Past events
@pastEvents.take(1).map { event =>
@event.name
@event.displayTime @@ @event.venue.name
@event.description
Read more
}
Talks
@for(talk <- talks) {
@talk.teaser
}
All talks
Our Sponsors
}


{% extends 'base.html' %} {% block title %}Log in{% endblock %} {% block content %}
Welcome Back!
Don't have an account? Create one here.


Congress leader demands restoration of SPG cover for Gandhis
Raising the issue in the upper house, he said the cover should be "restored" going beyond "partisan politics."
by PTICongress leader Anand Sharma on Wednesday demanded in Rajya Sabha restoration of the Special Protection Group cover to former prime minister Manmohan Singh and the Gandhi family.
Raising the issue in the upper house, he said the cover should be "restored" going beyond "partisan politics."
The party has been raising the issue in both the Houses.


Before Change
dirs.append(robots_url)
for line in http_response.get_body().split("\n"):
line = line.strip()
if len(line) > 0 and line[0] != "//" and \
(line.upper().find("ALLOW") == 0 or
line.upper().find("DISALLOW") == 0):
After Change
return
// Send the new knowledge to the core!
self.worker_pool.map(self.http_get_and_parse, urls)
// Save it to the kb!
desc = ("A robots.txt file was found at: "%s", this file might"
" expose private URLs and requires a manual review. The"


elvi@near
connect to flux
Market description:
Extra info:
Market categories:
End time:
Market type: Binary
create
tinder
bumble
Made with
❤
by
elvi.network


List of messages traced by the Extension during the current monitoring session.
Messages are not displayed in realtime, but with a fixed refresh rate of 1 second. The list can contain a maximum of 300 messages, then older messages are discarded when new ones are traced.
List of messages traced by the Extension during the current monitoring session.
Messages are not displayed in realtime, but with a fixed refresh rate of 1 second. The list can contain a maximum of 300 messages, then older messages are discarded when new ones are traced.


The NETLIB Linear Programming test set is a collection of real-life linear programming examples from a variety of sources. The examples are available in MPS format, which is a subset of the SIF format used by CUTEr. Thus, the NETLIB set provide a further collection of interesting examples for those who have CUTEr interfaces to their optimization packages.
| name | files available | CUTE classification |
|---|---|---|
| 25FV47 | ascii file, gzipped file | LLR2-AN-1571-822 |
| 80BAU3B | ascii file, gzipped file | LLR2-AN-9799-2263 |
| ADLITTLE | ascii file, gzipped file | LLR2-AN-97-56 |
| AFIRO | ascii file, gzipped file | LLR2-AN-32-27 |
| AGG | ascii file, gzipped file | LLR2-AN-163-488 |
| AGG2 | ascii file, gzipped file | LLR2-AN-302-516 |
| AGG3 | ascii file, gzipped file | LLR2-AN-302-516 |
| BANDM | ascii file, gzipped file | LLR2-AN-472-305 |
| BEACONFD | ascii file, gzipped file | LLR2-AN-262-173 |
| BLEND | ascii file, gzipped file | LLR2-MN-83-74 |
| BNL1 | ascii file, gzipped file | LLR2-AN-1175-643 |
| BNL2 | ascii file, gzipped file | LLR2-AN-3489-2324 |
| BOEING1 | ascii file, gzipped file | LLR2-MN-384-351 |
| BOEING2 | ascii file, gzipped file | LLR2-MN-143-166 |
| BORE3D | ascii file, gzipped file | LLR2-AN-315-233 |
| BRANDY | ascii file, gzipped file | LLR2-AN-249-220 |
| CAPRI | ascii file, gzipped file | LLR2-AN-353-271 |
| CRE-A | ascii file, gzipped file | LLR2-AN- 4067- 3516 |
| CRE-B | ascii file, gzipped file | LLR2-AN-72447- 9648 |
| CRE-C | ascii file, gzipped file | LLR2-AN- 3678- 3068 |
| CRE-D | ascii file, gzipped file | LLR2-AN-69980- 8926 |
| CYCLE | ascii file, gzipped file | LLR2-AN-2857-1903 |
| CZPROB | ascii file, gzipped file | LLR2-AN-3523-929 |
| D2Q06C | ascii file, gzipped file | LLR2-AN-5167-2171 |
| D6CUBE | ascii file, gzipped file | LLR2-MN-6184-415 |
| DEGEN2 | ascii file, gzipped file | LLR2-AN-534-444 |
| DEGEN3 | ascii file, gzipped file | LLR2-AN-1818-1503 |
| DFL001 | ascii file, gzipped file | LLR2-MN-12230-6071 |
| E226 | ascii file, gzipped file | LLR2-AN-282-223 |
| ETAMACRO | ascii file, gzipped file | LLR2-AN-688-400 |
| FFFFF800 | ascii file, gzipped file | LLR2-AN-854-524 |
| FINNIS | ascii file, gzipped file | LLR2-MN-614-497 |
| FIT1D | ascii file, gzipped file | LLR2-AN-1026-24 |
| FIT1P | ascii file, gzipped file | LLR2-AN-1677-627 |
| FIT2D | ascii file, gzipped file | LLR2-AN-10500-25 |
| FIT2P | ascii file, gzipped file | LLR2-AN-13525-3000 |
| FORPLAN | ascii file, gzipped file | LLR2-AN-421-161 |
| GANGES | ascii file, gzipped file | LLR2-AN-1681-1309 |
| GFRD-PNC | ascii file, gzipped file | LLR2-AN-1092-616 |
| GREENBEA | ascii file, gzipped file | LLR2-AN-5405-2392 |
| GREENBEB | ascii file, gzipped file | LLR2-AN-5405-2392 |
| GROW15 | ascii file, gzipped file | LLR2-AN-645-300 |
| GROW22 | ascii file, gzipped file | LLR2-AN-946-440 |
| GROW7 | ascii file, gzipped file | LLR2-AN-301-140 |
| ISRAEL | ascii file, gzipped file | LLR2-AN-142-174 |
| KB2 | ascii file, gzipped file | LLR2-AN-41-43 |
| KEN-07 | ascii file, gzipped file | LLR2-AN- 3602- 2426 |
| KEN-11 | ascii file, gzipped file | LLR2-AN-21349-14694 |
| KEN-13 | ascii file, gzipped file | LLR2-AN-42659-28632 |
| KEN-18 | ascii file, gzipped file | LLR2-AN-154699-105127 |
| LOTFI | ascii file, gzipped file | LLR2-MN-308-153 |
| MAROS-R7 | ascii file, gzipped file | LLR2-RN-9408-3136 |
| MAROS | ascii file, gzipped file | LLR2-RN-1443-846 |
| MODSZK1 | ascii file, gzipped file | LLR2-MN-1620-688 |
| NESM | ascii file, gzipped file | LLR2-AN-2923-662 |
| OSA-07 | ascii file, gzipped file | LLR2-AN-23949-1118 |
| OSA-14 | ascii file, gzipped file | LLR2-AN-52460-2337 |
| OSA-30 | ascii file, gzipped file | LLR2-AN-100024-4350 |
| OSA-60 | ascii file, gzipped file | LLR2-AN-232966-10280 |
| PDS-02 | ascii file, gzipped file | LLR2-AN- 7535- 2953 |
| PDS-06 | ascii file, gzipped file | LLR2-AN-28655- 9881 |
| PDS-10 | ascii file, gzipped file | LLR2-AN-48763-16558 |
| PDS-20 | ascii file, gzipped file | LLR2-AN-105728-33874 |
| PDS-20 | ascii file, gzipped file | |
| PEROLD | ascii file, gzipped file | LLR2-AN-1376-625 |
| PILOT-JA | ascii file, gzipped file | LLR2-AN-1988-940 |
| PILOT-WE | ascii file, gzipped file | LLR2-AN-2789-722 |
| PILOT | ascii file, gzipped file | LLR2-AN-3652-1441 |
| PILOT4 | ascii file, gzipped file | LLR2-AN-1000-410 |
| PILOT87 | ascii file, gzipped file | LLR2-AN-4883-2030 |
| PILOTNOV | ascii file, gzipped file | LLR2-AN-2172-975 |
| QAP12 | ascii file, gzipped file | LLR2-AN-8856-3192 |
| QAP15 | ascii file, gzipped file | LLR2-AN-22275-6330 |
| QAP8 | ascii file, gzipped file | LLR2-AN-1632-912 |
| RECIPELP | ascii file, gzipped file | LLR2-AN-180-91 |
| SC105 | ascii file, gzipped file | LLR2-AN-103-105 |
| SC205 | ascii file, gzipped file | LLR2-AN-203-205 |
| SC50A | ascii file, gzipped file | LLR2-AN-48-50 |
| SC50B | ascii file, gzipped file | LLR2-AN-48-50 |
| SCAGR25 | ascii file, gzipped file | LLR2-AN-500-471 |
| SCAGR7 | ascii file, gzipped file | LLR2-AN-140-129 |
| SCFXM1 | ascii file, gzipped file | LLR2-AN-457-330 |
| SCFXM2 | ascii file, gzipped file | LLR2-AN-914-660 |
| SCFXM3 | ascii file, gzipped file | LLR2-AN-1371-990 |
| SCORPION | ascii file, gzipped file | LLR2-AN-358-388 |
| SCRS8 | ascii file, gzipped file | LLR2-AN-1169-490 |
| SCSD1 | ascii file, gzipped file | LLR2-AN-760-77 |
| SCSD6 | ascii file, gzipped file | LLR2-AN-1350-147 |
| SCSD8 | ascii file, gzipped file | LLR2-AN-2750-397 |
| SCTAP1 | ascii file, gzipped file | LLR2-AN-480-300 |
| SCTAP2 | ascii file, gzipped file | LLR2-AN-1880-1090 |
| SCTAP3 | ascii file, gzipped file | LLR2-AN-2480-1480 |
| SEBA | ascii file, gzipped file | LLR2-AN-1028-515 |
| SHARE1B | ascii file, gzipped file | LLR2-AN-225-117 |
| SHARE2B | ascii file, gzipped file | LLR2-AN-79-96 |
| SHELL | ascii file, gzipped file | LLR2-AN-1775-536 |
| SHIP04L | ascii file, gzipped file | LLR2-AN-2118-402 |
| SHIP04S | ascii file, gzipped file | LLR2-AN-1458-402 |
| SHIP08L | ascii file, gzipped file | LLR2-AN-4283-778 |
| SHIP08S | ascii file, gzipped file | LLR2-AN-2387-778 |
| SHIP12L | ascii file, gzipped file | LLR2-AN-5427-1151 |
| SHIP12S | ascii file, gzipped file | LLR2-AN-2763-1151 |
| SIERRA | ascii file, gzipped file | LLR2-AN-2036-1227 |
| STAIR | ascii file, gzipped file | LLR2-AN-467-356 |
| STANDATA | ascii file, gzipped file | LLR2-AN-1075-359 |
| STANDGUB | ascii file, gzipped file | LLR2-AN-1184-361 |
| STANDMPS | ascii file, gzipped file | LLR2-AN-1075-467 |
| STOCFOR1 | ascii file, gzipped file | LLR2-MN-111-117 |
| STOCFOR2 | ascii file, gzipped file | LLR2-MN-2031-2157 |
| STOCFOR3 | ascii file, gzipped file | LLR2-MN-15695-16675 |
| TRUSS | ascii file, gzipped file | LLR2-MN-8806-1000 |
| TUFF | ascii file, gzipped file | LLR2-AN-587-333 |
| VTP-BASE | ascii file, gzipped file | LLR2-AN-203-198 |
| WOOD1P | ascii file, gzipped file | LLR2-AN-2594-244 |
| WOODW | ascii file, gzipped file | LLR2-AN-8405-1098 |
The CUTEst set of linear and nonlinear test problems and Maros and Meszaros's set of convex quadratic programming test problems are also available.


Preparation time
less than 30 mins
Cooking time
less than 10 mins
Serves
Serves 2
These spicy beef wraps with wasabi mayonnaise make a tasty snack or packed lunch.
For the beef, prepare the fillet by flattening it with a meat mallet or rolling pin, or cut it in half horizontally. Cut into wafer-thin slices.
For the wasabi mayonnaise, mix all of the wasabi mayonnaise ingredients together in a small bowl. Set aside.
For the spicy coating, mix all of the coating ingredients together on a plate. Roll the beef slices in the spice mix, then shake off any excess.
Heat a wok until smoking and add the groundnut oil, then add the beef and stir-fry for one minute, or until browned. Add the rice wine and season with the soy sauce and a pinch of salt. Remove from the heat and stir in the coriander and spring onion.
To serve, wrap the spicy beef in the tortillas and top with the wasabi mayonnaise. Serve immediately.


This plugin provides a generic graphical toolbar. Other plugins that want to expose a button or other widget, can add those to this toolbar.
Using a single consolidated toolbar for all GUI widgets makes it easier to position and style the toolbar rather than having to do that for lots of different divs.
To add/activate the toolbar in your presentation, add this div:

Styling the toolbar is left to presentation author. Here's an example CSS:
.impress-enabled div#impress-toolbar {
position: fixed;
right: 1px;
bottom: 1px;
opacity: 0.6;
}
.impress-enabled div#impress-toolbar > span {
margin-right: 10px;
}
The mouse-timeout plugin can be leveraged to hide the toolbar from sight, and only make it visible when mouse is moved.
body.impress-mouse-timeout div#impress-toolbar {
display: none;
}
If you're writing a plugin and would like to add a widget to the toolbar, see the top of the source file for further instructions.
Henrik Ingo (@henrikingo), 2016


I almost invented Napster. I was in the right space at the right time, but when it was all said and done, I missed the opportunity. People often say “think outside the box” but inventing a new disruptive technology takes a lot more than expanding your thinking.
In the mid nineties while I was still at the University of Texas studying computer science, I founded Deadabase (www.deadabase.com,) a website that distributed MP3 tracks of Grateful Dead shows. This was right about the time that MP3’s were invented and I saw this new portable format of digital music as the perfect mechanism for large scale music distribution.
My partner Alexander Bibighuas also at the University of Texas at that time joined forces with me and Deadabase quickly took off. (Years later we would co-found Zosh together.) Within the first month we had over 30,000 downloads and our bill for bandwidth was quickly approaching $6,000. Since we were both poor college students, we decided to throw up some Double Click ad banners to help offset the expenses of running the site. At the end of the next month, we turned a small profit.
Our goal for this project wasn’t to make money, it was more of a hobby. We enjoyed spreading the music and loved the feedback we received from fans who had been searching for copies of their favorite shows and found them on Deadabase.
Deadabase began to get famous, our traffic was up and we nailed some big press pieces on CNN and the New Times and then one lousy Monday morning received a cease and desist letter from a law firm representing the Grateful Dead. They said we were violating their copyright by distributing copies of their shows.
The Grateful Dead has long allowed fans to record their concerts onto tapes and trade those tapes. All we did was encode those tapes into MP3 and give them away for free. How could we be violating their copyright? This was all new legal territory and the lawyer representing the Grateful Dead was dead set to make a name for himself.
We hired counsel of our own and fought them. In the end, they decided to allow us to continue to distribute the music, but we couldn’t generate any revenues. Not even as a not for profit company.
So here is the dilemma: How do we distribute hundred of thousands of MP3’s without incurring massive bandwidth bills? The answer was Napster and then peer to peer networking, but those weren’t around at the time. Alexander and I spent hours working on this problem. We didn’t want to see Deadabase disappear, we had worked too long and hard on it.
All of our solutions revolved around our website. That was the box that I couldn’t think outside of. We came up with idea of scheduled download slots where fans would get a specific time that they could download their show, and few others that all revolved around distribution from our website.
Looking back on those days, I realized that it my our passion for what we had been doing that prevented me from getting outside the box. I became emotionally attached to the brand and the site we built and it became too difficult to think beyond that.
It was only a year two later that Napster came around and when it did, it became apparent to me on why I failed to invent Napster. This was one of the greatest lessons that I’ve learned in business.
You have to be able to separate your feelings from the logic of doing business.  For me it was the user interaction that the Deadabase website provided to users. Letting them leave feedback on shows and rate their favorite songs was fun. If I had separated my feelings from the equation, I would’ve seen that the core of what we were doing was digital media distribution. I would’ve been able to get away from the central website distribution model and come up with an alternative, maybe even Napster or peer to peer file sharing.
The irony about the whole situation is that while we couldn’t figure out a way to save Deadabase, we did pitch to the Grateful Dead organization a music portal that would’ve put them at the forefront of digital music distribution and made them a ton of cash. They too were emotionally attached to the old way to selling music and missed out on what would’ve been a huge opportunity.
The point of this article, don’t let emotional interference get in the way of your next big idea.


 I should use Latin, like they do on google templates. Oh, this is a lot of text but it needs to look like a paragraph!!
 I should use Latin, like they do on google templates. Oh, this is a lot of text but it needs to look like a paragraph!!
 I should use Latin, like they do on google templates. Oh, this is a lot of text but it needs to look like a paragraph!!
 I should use Latin, like they do on google templates. Oh, this is a lot of text but it needs to look like a paragraph!!
© 2013 Ribbit - By Treehouse Island, Inc.


You can't change the role of the last Admin because an organization always need at least one Admin.
If you want to change the role of this Admin, please promote another Admin before.


I was playing around on legal highs website with and I came across kanna and my interest was piqued. So I researched it a bit online was quite confused. I read nearly all the experience reports and the general impression I got was that i) it does do something, ii) whatever that 'something' is good but iii) not particularly amazing. Much was made of how cheap it is per active amount. But that didn't seem to me to be much of an endorsement. But since I was going to order some kratom anyway I bought 5g of 'dry chopped' (as opposed to 'powder extract') kanna.
When it arrived I took the kratom shot and snorted about 150 - 200 grams of the kanna. This was my second time taking kratom and the second time I felt nothing from it. I suspect an opiate tolerance is in action here or simply that the dose which is sold as active for most is, for some reason, not enough for me. However, I did feel the kanna. As everyone mentions - it is not particularly pleasant to snort (actually insufflate). The powdered form may would be somewhat better. I don't imagine I would snort it on an evening out like I would coke. However, it's ok.
After about 10 minutes I began to feel it. It was very similar to the feeling of coming up on mdma with a bit of the jitteriness of the first line of coke. Also, just like those drugs I had to go empty my bowels. In fact it was so like a mixture of the two substances that it was uncanny. And yet, that makes it sound much more amazing than it is. After a while the feeling left unnoticed and it never occurred to me to redose - a sure sign in my opinion that a drug is not all that.
That night, for unrelated reasons, I didn't sleep very well. I woke up at 09:00 but had hoped to sleep longer so I thought, what the hey, this kanna stuff is supposed to be
Relaxing, maybe it will put me back for a few hours. I did two lines comprising about 250 mg and within 10 minutes I felt that strong mdma come up feeling and was having pleasant warm shivers and chattery jaw underneath my quilt. I awoke two hours later, no more refreshed, but pleased Iíd got more sleep.
Over the next few weeks occasionally Iíd remember I had it and would rail two lines out of boredom. Occasionally it would make me feel a bit angsty but the feeling of it always drifted away without me really thinking much about it. One night I had prepared a fair bit of codeine which I took a few hours before I intended to go to sleep. After two hours I was feeling quite drowsy. I noticed some unsnorted lines of kanna in my closet and absent mindedly snorted them. I really regretted it. They made me feel quite awake again and totally neutralized the codeine high. I more or less thought this was the end of my kanna experimentation. It just seemed fairly pointless and unsatisfactory.
However, I still had about 2 grams left and since it was sitting there, there was always going to be a bored moment. And Iím glad there was: Iíve gotten quite into poppy pod tea preparations recently. I have a bit of a love/hate relationship with the tea but what I enjoy most is when I get 'the nod' or shortly before I get 'the nod'. What Iíve discovered is that 2 100mg lines of kanna at this point is pure, unadulterated bliss. It is unbelievably similar to an mdma high at this point. I feel my brain flooded with serotonin ad feel very relaxed and very happy, though less alert. Whatís more after about half hour I enjoy redosing. The only difference really with the mdma high is that Iím way too dozy/relaxed to be sociable or dance. but it is a beautiful feel in its own way, wrapped up in bed with mellow music, drifting in and out, and being awake enough to enjoy the pleasure of sleep but usually eventually drifting off properly.
This is in sharp contrast to the feeling I had when I mixed with codeine alone. Iím not sure which alkaloid or alkaloids of the opium (poppy tea) is creating the wonderful synergy with kanna. I had heard opium and mdma have a great synergy but it is unlikely I would ever try that combination as I would never take opium in a social setting whereas I would never take mdma alone. Iíve noticed that a few people have mixed kanna and kratom but there was no mention of any synergy there. Iíd be really interested to hear any other experiences of opium and kanna. To me the effects of the two together are remarkable. Iíve now finished the 5 grams of kanna but Iím definitely going to get more.
Experience Reports are the writings and opinions of the individual authors who submit them.
Some of the activities described are dangerous and/or illegal and none are recommended by Erowid.


List of sample Unified Accounts Code Structure (UACS) for the government offices in the Philippines.
UACS
Agency
Department
Please use scroll bar to see more records further.


Comparators are used to compare two objects. In this challenge, you'll create a comparator and use it to sort an array.
The Player class is provided for you in your editor. It has $2$ fields: a $name$ String and a $score$ integer.
Given an array of $n$ Player objects, write a comparator sorts them in order of decreasing score; if $2$ or more players have the same score, sort those players alphabetically by name. To do this, you must create a Checker class that implements the Comparator interface, then write an int compare(Player a, Player b) method implementing the Comparator.compare(T o1, T o2) method.
Input Format
Input from stdin is handled by the locked stub code in the Solution class.
The first line contains an integer, $n$, denoting the number of players.
Each of the $n$ subsequent lines contains a player's $name$ and $score$, respectively.
Constraints
Output Format
You are not responsible for printing any output to stdout. The locked stub code in Solution will create a Checker object, use it to sort the Player array, and print each sorted element.
Sample Input
5
amy 100
david 100
heraldo 50
aakansha 75
aleksa 150
Sample Output
aleksa 150
amy 100
david 100
aakansha 75
heraldo 50


fifth of a page:
page fifth
quarter of a page:
page quarter
third of a page:
page third
half of a page:
page half
full page:
page full
double page:
page double
triple page:
page triple
five pages:
five triple
ten pages:
page ten


FedEx Ground Rate
Length
Width
Height
Gross Weight
Dim Factor
250
216
200
175
166
139
Blended
CA Only
Search
FedEx Ground Rate:
Weight from dimensions (lbs.):
Gross Weight (lbs.):


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--- layout: snippet title: "Button group" permalink: /examples/buttons/buttongroup/ sitemap: false ---


ÁVision Build Log
Tool Versions:
IDE-Version: ÁVision V<IP_ADDRESS> Copyright (C) 2016 ARM Ltd and ARM Germany GmbH. All rights reserved. License Information: Kilian OD, UCC, LIC=---- Tool Versions: Toolchain: MDK-Lite Version: 5.20 Toolchain Path: C:\Keil_v5\ARM\ARMCC\Bin C Compiler: Armcc.exe V5.06 update 2 (build 183) Assembler: Armasm.exe V5.06 update 2 (build 183) Linker/Locator: ArmLink.exe V5.06 update 2 (build 183) Library Manager: ArmAr.exe V5.06 update 2 (build 183) Hex Converter: FromElf.exe V5.06 update 2 (build 183) CPU DLL: SARMCM3.DLL V5.20 Dialog DLL: DCM.DLL V<IP_ADDRESS> Target DLL: STLink\ST-LINKIII-KEIL_SWO.dll V<IP_ADDRESS> Dialog DLL: TCM.DLL V<IP_ADDRESS>Project:
E:\em_tracker_system\en.stm32cubef0\STM32Cube_FW_F0_V1.6.0\Projects\STM32F0308-Discovery\Examples\PCB_MCU_CODE_REV_3\SPI_FullDuplex_ComDMA\MDK-ARM\Project.uvprojx Project File Date: 02/15/2017Output:
*** Using Compiler 'V5.06 update 2 (build 183)', folder: 'C:\Keil_v5\ARM\ARMCC\Bin' Build target 'STM32F0308-Discovery' compiling main.c... ..\Src\main.c(704): warning: #167-D: argument of type "uint8_t *" is incompatible with parameter of type "const char *" if(HAL_UART_Transmit(&UartHandle, (uint8_t*)otherbuffer, strlen(otherbuffer), 5000)!= HAL_OK) ..\Src\main.c(673): warning: #177-D: function "UART_Init" was declared but never referenced static void UART_Init(void) ..\Src\main.c(498): warning: #177-D: function "ADC_Init" was declared but never referenced static void ADC_Init(void) ..\Src\main.c(342): warning: #177-D: function "TIM_Init" was declared but never referenced static void TIM_Init(void) ..\Src\main.c(413): warning: #177-D: function "TIM_PWM_Init" was declared but never referenced static void TIM_PWM_Init(void) ..\Src\main.c(561): warning: #177-D: function "Demodulator_Init" was declared but never referenced static void Demodulator_Init(void) ..\Src\main.c(963): warning: #177-D: function "Buffercmp" was declared but never referenced static uint16_t Buffercmp(uint8_t* pBuffer1, uint8_t* pBuffer2, uint16_t BufferLength) ..\Src\main.c(914): warning: #177-D: function "Timeout_Error_Handler" was declared but never referenced static void Timeout_Error_Handler(void) ..\Src\main.c(724): warning: #177-D: function "EXTI0_1_IRQHandler_Config" was declared but never referenced static void EXTI0_1_IRQHandler_Config(void) ..\Src\main.c: 9 warnings, 0 errors linking... Program Size: Code=5932 RO-data=228 RW-data=44 ZI-data=1404 "STM32F0308-Discovery\STM32F0308-Discovery.axf" - 0 Error(s), 9 Warning(s).Software Packages used:
Package Vendor: ARM http://www.keil.com/pack/ARM.CMSIS.5.0.0-Beta4.pack ARM::CMSIS:CORE:5.0.0 CMSIS (Cortex Microcontroller Software Interface Standard) * Component: CORE Version: 5.0.0Collection of Component include folders:
E:\em_tracker_system\en.stm32cubef0\STM32Cube_FW_F0_V1.6.0\Projects\STM32F0308-Discovery\Examples\PCB_MCU_CODE_REV_3\SPI_FullDuplex_ComDMA\MDK-ARM\RTE C:\Keil_v5\ARM\PACK\ARM\CMSIS\5.0.0-Beta4\CMSIS\Include C:\Keil_v5\ARM\PACK\Keil\STM32F0xx_DFP\1.5.0\Device\IncludeCollection of Component Files used:
* Component: ARM::CMSIS:CORE:5.0.0 Build Time Elapsed: 00:00:04


Welcome to Skinned Mesh Combiner Documentation!
By reading this documentation, you will understand how Skinned Mesh Combiner works and how to use it and
get
the most out of it. Come on! Make sure that this HTML file is in the same directory as the "Files"
folder.
This way you will not have problems with formatting and displaying the videos on the page.
If you still have problems with the tool, even after consulting this documentation, please contact<EMAIL_ADDRESS>for help and support. If you have any questions, problems or feedback, feel free to contact me! I am always willing to help, open to suggestions and always do my best to offer a quick and useful service to my customers!
What is the Skinned Mesh Combiner
The Skinned Mesh Combiner is a tool that will help you merge the meshes that use the Skinned Mesh
Renderer.
The Skinned Mesh Combiner only works with this type of mesh. The Skinned Mesh Combiner has some merging
methods,
each method has its positive and negative sides, you can see this below in the documentation. See the
video
demo below and follow the reduction of draw calls with each type of merge.
First steps to combine
Before you begin to merge your meshes, you must first prepare the entire GameObjects hierarchy and
properly
validate Skinned Mesh Renderers.
Step 1 - Your hierarchy of Skinned Meshes should be as shown in the image below. For example, if you want to combine a character, your meshes must be organized the way you explain the image below...
"Character GameObject" must have the Animator that will be responsible for executing the animations of its Skinned Meshes. The Skinned Mesh Combiner should be in the Root GameObject (Character), because when you start the merge, the Skinned Mesh Combiner will search for all the Skinned Mesh affiliated with it. Each GameObject "SkinnedMeshX" image contains a Skinned Mesh Renderer.
Avoid leaving null materials on Skinned Mesh Renderers. This also helps with optimization.
Step 5 - Now that everything is ready, it's just you to combine the meshes! For this, keep reading.
How to combine meshes (In Editor)
To combine meshes using the editor, it's very simple and easy! Let's go step by step. With this method,
you
will not need to use any line of code, and in addition, when the scene starts your meshes will already
be
combined!
Step 1 - Add the "Skinned Mesh Combiner" component to the root GameObject of your skinned meshes.
Select the root GameObject for your model. Then click "Add Component." Search for "Skinned Mesh Combiner". Then just add the component that appears in the image above.
Just click on the "Merge Method" box and choose one of the options. ( Some merge methods will provide you with a variable called "Material To Use". You must provide a material to be used by the mesh resulting from the merge. Skinned Mesh Combiner will apply the material you supply, that is, a copy of the material you supply, and will apply it to the combined mesh.)
Notice: The merge process varies according to the method chosen, the number of vertices that the meshes have, and the size of their textures.
Automatically, the Skinned Mesh Combiner will also show you the "Logs Of Merge" tab that contains all messages generated by the Skinned Mesh Combiner while the merge was being performed. This is how the Skinned Mesh Combiner communicates with you, in case you find something wrong, or think it's important to let you know!
- This was the basics for you to combine the stitches of your models! Continue reading the documentation to understand more about all the features of the Skinned Mesh Combiner!
How to combine meshes (At Runtime)
It's also easy to combine meshes while your game runs! However, avoid combining meshes repeatedly in a
short
time, this can lead to a high memory expense, and depending on the merge method, can cause freezes in
your
game. Then use this function with caution.
Currently, the best method of merge at runtime is the "One Mesh Per Material". You can read about all
the
methods below in the documentation. Then follow the steps below to merge at run time.
Step 1 - First, import the "MTAssets" library into your script, because without it you will not be able to access the classes of this tool.
using MTAssets.SkinnedMeshCombiner;
void Start()
{
SkinnedMeshCombiner combiner = RootGameObject.GetComponent<SkinnedMeshCombiner>();
}
void Start()
{
SkinnedMeshCombiner combiner = RootGameObject.GetComponent<SkinnedMeshCombiner>();
combiner.CombineMeshes();
}
void Start()
{
if(combiner.isMeshesCombined() == true)
{
//Do something
}
}
void Start()
{
SkinnedMeshCombiner combiner = RootGameObject.GetComponent<SkinnedMeshCombiner>();
combiner.UndoCombineMeshes(true, true);
//First parameter: Run unity Garbage Collector after undo merge?
//Second parameter: Run mono/il2cpp Garbage Collector after undo merge?
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MTAssets.SkinnedMeshCombiner;
public class demo : MonoBehaviour {
//Public variables
public GameObject characterGameObject;
public SkinnedMeshCombiner combiner;
public Material materialToUseInMergedMeshes;
//To ignore during merge
public GameObject aGameObjecToIgnore1;
public GameObject aGameObjecToIgnore2;
void Start () {
//Find the combiner
combiner = characterGameObject.GetComponent<SkinnedMeshCombiner>();
//Start merging all meshes
MergeAllMeshes();
}
void MergeAllMeshes()
{
//Configure all variables
combiner.mergeMethod = SkinnedMeshCombiner.MergeMethod.AllInOne;
combiner.allInOneParams.materialToUse = materialToUseInMergedMeshes;
combiner.allInOneParams.atlasResolution = SkinnedMeshCombiner.AtlasSize.Pixels2048x2048;
combiner.allInOneParams.mergeOnlyEqualsRootBones = false;
combiner.nameOfThisMerge = "Amazing Merge!";
//You can change the value of any variable you want, the Skinned Mesh Combiner, much more than that!...
//combiner.onemeshpermaterial for variables of One Mesh Per Material merge method
//combiner.allInOneParams for variables of All In One merge method
//combiner.justMaterialColors for variables of Just Material Colors merge method
//combiner.onlyAnima2dMeshes for variables of Only Anima2D Meshes merge method
//add the gameobjects to ignore
if (combiner.gameObjectsToIgnore == null)
combiner.gameObjectsToIgnore = new List<GameObject>();
combiner.gameObjectsToIgnore.Add(aGameObjecToIgnore1);
combiner.gameObjectsToIgnore.Add(aGameObjecToIgnore2);
//Add the on done merge events
combiner.onCombineMeshs.AddListener(OnDoneMerge);
combiner.onUndoCombineMeshs.AddListener(OnUndoMerge);
combiner.launchConsoleLogs = true;
//Start the merge
combiner.CombineMeshes();
}
void OnDoneMerge()
{
Debug.Log("Meshes merged!");
}
void OnUndoMerge()
{
Debug.Log("Meshes not merged! :(");
}
void UndoTheMergeOfAllMeshes()
{
//Undo the merge
combiner.UndoCombineMeshes(true, true);
}
}
How this method works (One Mesh Per Material Merge Method)
Briefly speaking, the "One Mesh Per Material" method combines all meshes that share the same material
into
one. So if you have 5 meshes that use material A, those 5 meshes will be combined in 1 mesh, which will
use
this material A. I will explain more precisely below.
First the Skinned Mesh Combiner looks for the Skinned Meshes that are the childrens of the GameObject in which it is. Then, the Skinned Mesh Combiner groups meshes that use the same material. When you have a mesh that uses more than 1 material, the Skinned Mesh Combiner will separate the faces of this mesh according to each material.
Each box represents a GameObject containing the Skinned Mesh Renderer. Green boxes use material A, blue boxes use material B and brown boxes use material C.
Pros Of "One Mesh Per Material" Merge Method
- It is the most optimized and fastest merge method
- Does not modify any texture, material or UV
- Can combine meshes that use any type of materials
- Does not generate too much memory garbage
- It is the simplest method of merge
- The lower the amount of materials, the greater the reduction of draw calls
- Can be called more often than the "All In One" method
- Fully compatible with mipmaps
- Keeps animations intact
- Can be used while Animator performs animations
- You do not need "Read/Write enabled" permissions in the textures import settings
- It is compatible with all types of meshes!
- It is compatible with Normal Maps, Height Maps and other types of effects.
Cons Of "One Mesh Per Material" Merge Method
- Does not always reduce draw calls dramatically
How this method works (All In One Merge Method)
Briefly speaking, the "All In One" method will merge all meshes into one, and only one new mesh will be
generated that will be the junction of all the others. Then it will merge all the textures into one
atlas,
and will insert that atlas into a new material. At the end, this material will be inserted into the
unique
mesh. With this merge method, all the textures to be merged must have the "Read/Write enabled" option in
the
import settings.
If you have 5 meshes, only 1 mesh, 1 material and 1 atlas will remain after the merge. This method is a
bit
more complex, so try to understand well how it works before using it. In addition, this method is not
compatible with any mesh.
Some meshes can offer problems for this method, according to the way in which they were created. For example, some meshes may contain errors in your UV map, which can generate errors during the merge, however, the vast majority of the tested meshes did not result in errors during the merge and everything worked perfectly in tests!
First, it merges all the meshes together, creating a new mesh that is the junction of all. However, this new mesh does not have any material.
Pros Of "All In One" Merge Method
- Most of the time, it dramatically reduces the amount of draw calls
- Always reduce calls to 1 draw call, regardless of how many meshes you have
- Keeps animations intact
- Can be used while Animator performs animations
- When you combine compatible meshes with this method, it returns optimum performance
- It can work with effects like Normal Maps, Height Maps and the like.
Cons Of "All In One" Merge Method
- It has a longer processing time, depending on the size of the textures, amount of meshes and vertices.
- Modifies UVs, materials and textures
- Meshes that have the UV map larger than the texture (to repeat the texture in the mesh) may have the lowest texture
- It can generate a higher amount of garbage if compared to the "One Mesh Per Material"
- It can not be called as much as the "One Mesh Per Material" if you want your game to be fast
- You need to enable the "Read/Write enabled" option for all model textures in the import settings.
- Always be tested so you know if you will get a desired result
How this method works (Just Materials Colors Merge Method)
The "Just Material Colors" merge method only merges the colors of the materials in your meshes. To do
this,
it collects the color of each material that its meshes use, creates an atlas that contains a palette
of colors for each mesh that was mixed, then color that mesh with its respective color. It is a very
simple
merge method and made for people who need to merge their models that do not use textures, just material
colors!
First, it merges all the meshes together, creating a new mesh that is the junction of all. However, this new mesh does not have any material.
Pros Of "Just Material Colors" Merge Method
- Most of the time, it dramatically reduces the amount of draw calls
- Always reduce calls to 1 draw call, regardless of how many meshes you have
- Keeps animations intact
- Can be used while Animator performs animations
- Perfect for combining just the colors of your model, no need for textures.
- It is optimized and fastest merge method.
- Does not generate too much memory garbage.
- It is the simplest method of merge
- Can be called more often than the "All In One" method
- Fully compatible with mipmaps system
- You do not need "Read/Write enabled" permissions in the textures import settings
- It is compatible with all types of meshes!
Cons Of "Just Material Colors" Merge Method
- This merge method works only with material colors. Any kind of texture is simply ignored.
- It does not support special effects like Normal Maps and the like.
How this method works (Only Anima2D Meshes Merge Method)
This merge method is unique to the Skinned Meshes generated by the Unity Technologies Anima2D tool, and
only
works when the tool is also installed in your project. The merge process is similar to "All In One", but
only works with Anima2D (Sprite Mesh Instance) meshes.
First, it combines all sprite meshes and sprites in just one mesh and one atlas.
Pros Of "Only Anima2D Meshes" Merge Method
- Most of the time, it dramatically reduces the amount of draw calls
- Always reduce calls to 1 draw call, regardless of how many meshes you have
- Keeps animations intact
- Can be used while Animator performs animations
- Perfect for combining Sprite Mesh Instances from your character, no need for textures.
- It is optimized and fastest merge method.
- Does not generate too much memory garbage.
Cons Of "Only Anima2D Meshes" Merge Method
- Does not match Sprite Mesh Instance colors.
- You need to enable the "Read/Write enabled" option for all model textures in the import settings.
Problems with the drawing order of the Combined Sprites Meshes
Sometimes, by combining the sprites of your characters, you may notice that some sprites are over other
sprites, an unwanted effect. For example, an arm may lie on top of the body of the character (which
should
be behind the body).
See the example below.
In the example, the body remained on the left arm and the neck remained on the face. That was not the expected result.
In the Skinned Mesh Combiner component, you need to be using the "Only Anima2D Meshes" blending method. So if the Skinned Mesh Combiner detects meshes to be combined, it will show you the "Set Correct Sprite Meshes Rendering Order" button. Click this button and the mesh rendering order organization interface will appear, so just use the / \ and \ / buttons to organize the mesh order. The higher a mesh is at the top, the higher it will be rendered over the others.
This video shows the process of organizing the character's meshes, as well as the meshes remained after performing a merge.
Warning About Anima2D
Anima2D is a tool developed and maintained by Unity Technologies, and like any other tool, it is also
subject to bugs and flaws. Sometimes, after combining the meshes, you may notice some bugs in the
meshes,
but in the vast majority
of cases the problem is caused by a flaw in the Anima2D scripts. Usually, recreating your character's
bone
structure or merging again can solve this problem. Usually the most common bugs are related to the
rendering
order of the Sprite
Meshes after combined. You can always use the tool mentioned in the previous topic. If you need help,
just
contact<EMAIL_ADDRESS>Undoing the Merge
When you undo the merged meshes that were previously generated are deleted from the scene, and the old
meshes are re-activated. It's that simple! This is all done automatically. Never attempt to manually
delete the meshes after a successful merge,
because when you undo the merge, the Skinned Mesh Combiner will undo all that has been done and restore
the
meshes correctly.
The "Merge" Tab
In this tab, you operate all parameters related to the merging of your character's meshes, such as, for
example, monitoring resources found to be merged, changing atlas resolution and etc.
Representation
Representation
The "Stats" Tab
This tab shows all the optimization statistics after performing a merge, things like optimization rate,
verified vertices, combined meshes, etc. You can also see a list of all the resources that were
generated
and saved in your project, after the merge has been done.
Representation
The "Logs Of Merge" Tab
This tab stores all the logs generated after the last time you clicked the "Combine Meshes!" Button. If
an
error occurs during the merge, this is where you will see what caused the error. If the merge was
successful, here you can see which logs were generated during
the merge. Skinned Mesh Combiner can issue logs, warnings, etc., and everything will be stored here so
you
can keep track. For example, if the Skinned Mesh Combiner was unable to combine a texture for some
reason, a
log will be posted here, to let you know.
Representation
Using additional effects like Normal Maps, Height Maps, and more
One Mesh Per Material: The "One Mesh Per Material" method can merge your meshes with special
effects
automatically without any problem, plus you will not have to configure anything other than your own
shaders.
Just Material Colors: The "Just Material Colors" method is designed to support only material colors, so it does not support texture merging or special effects.
Only Anima2D Meshes: The "Just Material Colors" method is designed to support only material colors, so it does not support texture blending or special effects.
All In One: "All In One" supports special effects of your materials! You just need to enable support and configure it. After that, just merge! See below how to do the procedure.
Step 1 - First, activate support for the effect you want.
When you activate support for an effect, the Skinned Mesh Combiner, in addition to creating an atlas for your model's textures, it will also create an atlas with the textures of the effect you want. This atlas will be based on the texture atlas of your model.
Presentation
The properties of the materials are like "variables" that store a texture. In the example above, the "_BumpMap" property (named Normal Map in Standard material Inspector) stores the normal map textures.
Skinned Mesh Combiner will scan the properties of all materials found in your model, and will allow you to select the property you want Skinned Mesh Combiner to find the textures/maps of the desired effect. That way you won't get lost! By default, Skinned Mesh Combiner will already show you the default property that stores such an effect.
Property Name To Insert: It is the variable that will store the atlas texture of normal maps, in the final material. For example, at the end of the merge, the Skinned Mesh Combiner will look for the variable "_BumpMap" in the final material and will insert the normal maps atlas in this variable.
Tip to avoid differences in positioning of Normal Maps and other Maps in the mesh resulting from the
merge
If you have textures and normal maps (or other types of maps like occlusion) and are trying to combine
using
the "All In One" method and your textures have different and varied formats, you can end up with
situations
where Normap
Map for example, looks like be positioned incorrectly. As in the example below.
Note that after performing the merge, the normal map seemed more "simplified".
Due to the fact that Normal Map is larger than the texture itself, it ends up being poorly positioned over the texture.
Representation
Representation
Edges Mip Map Size Tip
The edges in each texture of an atlas avoid distortions by mip maps, when the camera moves away from the
3D
model, or remains at certain angles. The larger the border of each texture, the less chance of artifacts
appearing. With SMC you have complete
freedom to select the size of the borders you want to use in the textures of your atlases, and if you
are
noticing artifacts in your models, just increase the size of the borders. However, it is important that
you
never use borders larger than the textures
themselves, because, in addition to increasing the time it takes to create the borders, you will also
cause
the texture to lose A LOT of quality. See below...
Example
Monitoring all Resources (Like Meshes/Materials) found by SMC before merging
The Skinned Mesh Combiner has an area called "Debugging", available in the "Merge" tab. Debugging shows
you
all the features that Skinned Mesh Combiner found in your character, and all of these features will be
combined, according
to the blending method you have chosen. This even makes it easier for you to know ALL the textures that
the
Skinned Mesh Combiner has found and will match, as well as detected materials and meshes! All features
shown
in Debugging will
be included in the merge, even if you combine in real time, or in the editor. Debugging does not look
for
resources or meshes in GameObjects marked to be ignored during the merge.
This tab displays all the meshes found. All meshes listed here will be combined. You can also click on the buttons to see which GameObject that mesh was found on. You can also see how many sub-meshes the mesh has, as well as the amount of vertices.
This tab displays all the materials found.
This tab shows all the textures found and if you chose the 'All In one' blending method, all these textures will be combined in atlases. You can see the resolution of each, type of compression, a preview of each, name and etc. The SMC also informs you if the texture is marked as "Read / Write Enabled" with the attribute "Readable"!
Representation
Defining Which Meshes To Ignore When Merging
It is possible to define which fabrics / GameObjects should be ignored during the merge process. Just
add
such a GameObject to the list of GameObjects to be ignored. See below.
Representation
Merge Events
Merge events allow your scripts to dynamically know when your character has had the meshes combined, or
a
merge has been undone. Just register your methods in one of the events below. Present in the Skinned
Mesh
Combiner component.
Representation
How to Create Prefabs with SMC!
To create a prefab automatically after the merge, enable the "Save Prefab Of This" option in the Skinned
Mesh Combiner component.
This is the recommended way.
Step 1 - Enable the "Save Data In Assets" option in the Skinned Mesh Combiner component.
Presentation of the option. This option will save the merge files to your project files, so you can create as many prefabs as you want without worrying about data loss.
Current limitations of the Skinned Mesh Combiner
The Skinned Mesh Combiner has some limitations. See below for what they are and their explanations.
Always ignore meshes that use Blendshapes - Knits that have blendshapes have a more complex weights and calculations for blendshapes to work well. In addition, if you or Animator need to modify the blendshapes at runtime, if the blendshapes meshes were disabled, it would cause visual problems. To avoid bugs and ease the operation of blendshapes, the Skinned Mesh Combiner will always ignore knits that use it.
Optimization tips for using Skinned Mesh Combiner
Avoid combining meshes multiple times in a short time
Doing this kind of thing can consume too much memory from the heap, and cause performance losses in your game. If your game has a customization system for example, just combine the meshes when the player finishes customizing.
Activate the Unity garbage collection in the Skinned Mesh Combiner settings.
Enabling this setting will cause the Skinned Mesh Combiner to clear the memory used by the data that was deleted when you undo the merge. This prevents your heap memory from filling up quickly. Use this option with caution as this can cause in-game freezes depending on how much data to exclude.
Combining several characters right at the beginning of the scene.
If you need to combine multiple characters (for example, NPCs) early in the game, it may be a bad idea to do this at run time, since too much memory can be consumed or cause freezes in the game. In these cases, give preference to merge through the Editor (Inspector) so that as soon as the scene is executed the characters will already be merged. If you prefer, you can enable the "Save Data In Assets" option. When you enable this option, whenever you merge meshes using the Inspector, data from those meshes will be saved to the files in your project. This makes it even easier to create pre-merged prefabs!
One Mesh Per Material or Just Material Colors to combine at runtime
The "One Mesh Per Material" and "Just Material Colors" merge method is faster and generates much less garbage besides being almost instantaneous, so it's a great merge method to use while your game runs. Even so, avoid merging many models at the same time, or many so-called merge in a short period of time.
Fixing Compile Error "The type or namespace name `Anima2D' could not be found. Are you missing an
assembly reference?"
This error occurs when the Anima2D asset scripts and namespace are removed from the project. The Skinned
Mesh Combiner can no longer detect the scripts, which causes compilation errors. The Skinned Mesh
Combiner
has a definition in your project settings, which indicates that there are Anima2D scripts in the
project. To
correct and eliminate any errors generated by the lack of Anima2D in your project, go to Player
Settings
>
Other Settings and remove the text "MTAssets_Anima2D_Available" from the "Scripting Define Symbols"
field. After removing this setting, the Skinned Mesh Combiner will know that there are no more
scripts in the Anima2D tool
and no more errors will be generated.
This field is available in "Player Settings> Other Settings"
Fixing Runtime Merge Error "Cannot combine mesh that does not allow access: MeshName..."
This error appears when you try to combine fabrics at run time, but the fabrics are not marked
"Read/Write Enabled" in the import settings. To correct this error, activate the option "Read/Write
Enabled" in your meshes and then click "Apply". After that it
will be possible to read these meshes and combine them at run time!
Representation
Why isn't my atlas completely filled with my character's textures?
It is not always possible for textures to completely fill the atlas, even if they are perfect squares.
Textures must have edges (as if they were tiled) in order to be able to support mipmaps with atlas.
These borders increase
the size of the textures and often make them no longer perfect squares. Another factor is the varying
size of the textures or even the spacing between each texture in the atlas (which can be configured in
the Skinned Mesh Combiner).
But these are some of the factors that make it not always possible for textures to completely fill the
atlas. See an example below.
Representation
Why do the tiled textures look stretched or look strange after merge?
See below for a good example of a tiled texture that looks stretched or strange after blending.
Representation
Skip All - The Skinned Mesh Combiner will simply skip any meshes that have tiled textures and exclude them from the merge.
Legacy Mode - The Skinned Mesh Combiner will map the UV of tiled textures as if they were any other normal textures, this gives the impression that the texture is stretched on the mesh, as it is no longer tiled and in fact stretched to fit across the entire UV of the mesh .
Improved Mode - The Skinned Mesh Combiner uses a new algorithm that is capable of supporting tiled textures, even if the UV coordinates of the mesh vertices are negative. The thing here, however, is that the Skinned Mesh Combiner will tile these textures within the final atlas. If a mesh has a very large tile, the texture will be repeated more and more times within the atlas, which will end up generating a low quality when the texture is rendered on the mesh.
Look at the image above. Note that in the first part the original shape of the texture is displayed. In the second part the texture seemed stretched because the tiled textures blend mode used was "Legacy Mode". In the third part, the texture seemed strange because the blend mode used was "Improved Mode" and the mesh of the skirt has a huge tile.
See below, in the blender, the UV mapping of the character's skirt mesh.
Note that the skirt's UV mapping is much larger than the texture actually is, which generates a large tiling. So, with "Improved Mode" the texture has lost a lot of definition. It was repeated over and over again to the point that there was not so much room to keep repeating while maintaining the definition of the texture.
Representation
Now let's see the shirt mesh UV map.
Representation
In summary ... If you need to match your character but he has a HUGE tile, simply register the mesh that has such a large tile, to be ignored. For example, I could register my skirt fabric, to be ignored during merging, to avoid visual problems.
If you need to combine tiled meshes, but the tiling is not large (for example, the mesh of this shirt), simply use the "Improved Mode" and everything will be fine.
If you need to match a character that doesn't use any tiled texture, simply use "Legacy Mode". Legacy Mode is enabled by default, but Improved Mode is recommended in all of your merges.
Tip: Increasing the resolution of the original textures, which will be tiled during merge, can increase the quality of these textures within the atlas after merge.
After combining my mesh using Improved Mode, a part of my character has the texture
in the wrong place. Why does it
happen?
This is not common. But there is a minuscule chance of this happening, depending on how your model had
the UV mapped. See the example below to understand
better.
In the example blend, the UV mapping of the character's eye was in the wrong place. The texture on the left is the original texture of the character's eye. The texture on the right is the final atlas generated after blending. Note that the texture of the eye in the atlas, had to be partially repeated, because some mesh that also uses this texture, has a tiling.
This was because of the way this character was mapped, perhaps a somewhat incorrect form for merges. Unfortunately, it is not possible to predict that this would happen through an algorithm, so the Skinned Mesh Combiner was unable to apply a correction for this. Everything else in the character model was correctly mapped. The eye was only mapped incorrectly because it was in a texture that needed to be repeated, thus, shifting its position and leaving the position to which it should be.
To correct this, first, we can simply use a program like Blender, to separate the vertices of our character's eye, as in the figure ...
Representation
Don't worry, the Skinned Mesh Combiner will combine all of these fabrics into one.
Now that we have done this, there is no other mesh that will use this same material and texture, so the texture of the eye will not be repeated, moving the pixels of the eye. Therefore, the Skinned Mesh Combiner will not repeat the texture of the eye and this mesh of the eye will have its own texture within the atlas.
This is the result. The eye mesh has now been mapped correctly. All meshes were combined, meshes using tiled texture, had their tiles generated in the atlas, without problems (with Improved Mode) and the eye mesh has its own texture and material, which ended the mapping problem.
This is the atlas generated after merging the character with the fixed problem. The texture marked with a red line, is the duplicated and exclusive texture for the mesh of the eye to which we separate. It was not tiled, as the mesh we separated for the eye, does not use tiled textures, so the Skinned Mesh Combiner did not attempt to repeat such texture.
That is all!
Warning before using SMC with HDRP, URP or different standard shaders
URP and HDRP (rendering pipelines) have new default property names in the shaders. For example, in the
embedded pipeline (Unity default) the default name of the property that stores your character's textures
is "_MainTex", however,
in HDRP and URP this default name has been changed to "_BaseMap". Therefore, if you use HDRP, URP
shaders or different shaders (created by third parties for example), you can change the properties where
the SMC seeks the textures. To do this,
deselect the option "Default Main Tex. Prop.", Doing so the Skinned Mesh Combiner will allow you to
change the default properties where the textures will be searched and applied.
Representation
About This Component: Skinned Meshes Bones Manager
Sometimes we need to debug our 3D character models, for example, we need to see which vertices are
controlled by each of our character's bones. Sometimes we need to see all the bones that are part of our
character's bone hierarchy, and consequently
which are the bones (Transform) that move and animate our character. When creating a character
customization system, where each outfit is saved with a different FBX file, we need to make the clothes
animated using the character's bone hierarchy of bones,
to ensure perfect animations. The "Skinned Mesh Bones Manager" component provided by the Skinned Mesh
Renderer can help you with all of this, both in the Editor and at run time. Keep reading to understand
more about everything!
Visualizing The Hierarchy of Bones That Animates a Mesh
The Skinned Meshes Bones Manager allows you to see the entire bone hierarchy that currently animates and
deforms the mesh it is in now. You can see the name of all the bones, the index of each one and other
data.
The component. The "Shirt" mesh is influenced by a bone hierarchy that contains a total of 18 bones.
Visualizing All Vertices Influenceds By a Bone
By clicking on the "Vertices" button for a given bone, Skinned Meshes Bones Manager will display an
interface on the scene, that interface will display points where each vertex controlled by the
respective bone is. The color of the point indicates how much weight
the bone exerts at that vertex. The greener the vertex is, the smaller the weight, the redder the
vertex, the greater the weight. When you click on a point (vertex), more details are displayed.
In the image above, the "ColumnU" bone of the "Shirt" mesh was selected. The editor reported that this bone influences 619 vertices and renders all vertices influenced by the bone. Thus, you know where and at what points this bone controls the "Shirt" mesh. It's great for debugging! There are still more bones influencing different points of the "Shirt" mesh, which can be seen in the component.
The component only displays the influenced vertices, of the mesh to which it is located. That is, it shows all the bones in the bone hierarchy that animates the "Shirt" mesh, but only shows the influenced vertices of the "Shirt" mesh. If you want to see the influenced vertices, from the "Backhair" mesh for example, you need to add the "Skinned Mesh Bones Manager" component to the "Backhair" mesh, and the component will display which vertices of the "Backhair" mesh are affected by the different bones.
Making a Mesh Use The Bone Hierarchy of Another Mesh, To Be Animated. Customizable Character,
Several FBX Files, One For Each Outfit.
You may have already come across a character customization system. Typically, many games use multiple
FBX files, a different file for each mesh. In the following example character, the head is the main
mesh, has its hierarchy of
bones and the clothes must be attached to it to form the body.
It seems that the character has all the meshes together, but it doesn't. Each character's outfit is a different mesh, a different FBX file.
Demonstration.
The two meshes have an IDENTICAL bone hierarchy, with the same names, bones in the same indices, etc. To make this possible, when creating my model, I did the following: I created your body, created and placed the bone hierarchy and assigns the weights making the bone hierarchy animate my character's body. So, I created 5 copies of my character's body. In the first copy, I deleted all the vertices of my character's body, leaving only the head. In the second copy I deleted all the vertices of my character, leaving only the vertices pertaining to the shirt, and so on for the remaining 3 copies. In the end, the head, shirt, pants, hair and shoes were left. All using the same bone hierarchy.
All bones in the bone hierarchy must remain there, in all meshes, even if not all bones are used. For example, in the head, the leg bones, arms, etc. still remain in the hierarchy, but they do not move anything, only the bones of the neck and head make the movement of the head. In the T-shirt, the bones of the legs, head and etc. are still there, but only the bones of the spine, arms and etc. can animate the head.
This is the mesh of the head and its hierarchy of bones, in Blender.
This is the mesh of the Shirt and its hierarchy of bones, in Blender. Note that the two are identical.
To do this, I went to the "Skinned Mesh Bones Manager" present in the "Shirt" mesh and then dragged the Skinned Mesh Renderer from the "Head" mesh to the "Bones Hierarchy To Use" field. And then, I just clicked "Use Bones Hierarchy From That Skinned Mesh Renderer".
It is important to note that: The Skinned Mesh Bones Manager will only allow the use of another bone hierarchy, if the other bone hierarchy is identical to the bone hierarchy of the current mesh.
Now our entire character is animated by the hierarchy of bones in the head.
Runtime API Of This Component
The "Skinned Mesh Bones Manager" component has a method for you to define which bone hierarchy your mesh
should use, even at run time.
using UnityEngine;
using MTAssets.SkinnedMeshCombiner;
public class Test : MonoBehaviour {
public SkinnedMeshRenderer anotherMeshRendererToUseBones;
public SkinnedMeshBonesManager meshBonesManager;
void Start () {
//Use bones hierarchy of another skinned mesh renderer
meshBonesManager.UseAnotherBoneHierarchyForAnimateThis(anotherMeshRendererToUseBones, true);
}
}
| Variable | Description |
|---|---|
| meshRendererBonesToUse | A Skinned Mesh Renderer mesh that provides the bone hierarchy to be used by the mesh the Skinned Mesh Bones Manager is in. |
| useRootBoneToo | If true, Skinned Mesh Bones Manager will also copy the root bone of the provided mesh. |
Demo Scene
You can enter the demo scene "DemoScene (Example of Merge)" to see how the Skinned Mesh Combiner works
closely! See right now and study the documentation, so you'll fully understand the merge process. The
scene
has two models,
each model uses a blending method, you can operate the Skinned Mesh Combiner components of each to
learn!
You can combine the models, both in the editor and at run time to see how it all works!
Combining Meshes
Assuming that you have already seen the topic on combining runtime meshes above, here you will see only
the documentation for this method. You also need to have configured all the Skinned Mesh Renderer
options, which you deem necessary,
before calling this method. After combining the meshes, it is not possible to combine them again. If you
want to combine them again, you will need to undo the merge with the method shown in the next topic.
using UnityEngine;
using MTAssets.SkinnedMeshCombiner;
public class Test : MonoBehaviour {
public SkinnedMeshCombiner meshCombiner;
void Start () {
//Combine all meshes of this character
meshCombiner.CombineMeshes();
}
}
Undo merge
To unmerge and be able to combine meshes again, call the method below.
using UnityEngine;
using MTAssets.SkinnedMeshCombiner;
public class Test : MonoBehaviour {
public SkinnedMeshCombiner meshCombiner;
void Start () {
//Undo the merge, and restore all original meshes
meshCombiner.UndoCombineMeshes(true, true);
}
}
| Variable | Description |
|---|---|
| runUnityGc | If true, after undoing the merge, Skinned Mesh Render will run Unity Resources Garbage Collector. |
| runMonoIl2CppGc | If true, after undoing the merge, Skinned Mesh Render will run Mono/IL2CPP Garbage Collector. |
Checking if meshes are merged
To find out if the meshes are merged, call the method below.
using UnityEngine;
using MTAssets.SkinnedMeshCombiner;
public class Test : MonoBehaviour {
public SkinnedMeshCombiner meshCombiner;
void Start () {
//Is meshes merged?
bool meshesMerged = meshCombiner.isMeshesCombined();
}
}
Getting the mesh resulting from the merge
If the meshes are combined, the Skinned Mesh Combiner can return you to the mesh resulting from the
merge! To do this, call the method below. If the meshes are not combined by the time you call this
method, the Skinned Mesh Combiner will combine
them for you, and then return the mesh resulting from the merge.
using UnityEngine;
using MTAssets.SkinnedMeshCombiner;
public class Test : MonoBehaviour {
public SkinnedMeshCombiner meshCombiner;
void Start () {
//The mesh result of merge
SkinnedMeshRenderer result = meshCombiner.GetCombinedMeshSkinnedMeshRenderer();
}
}
Converting the combined mesh to a static mesh
If the meshes are combined, it is possible to convert the mesh resulting from the merge, into a static
mesh. That is, it will cease to be a Skinned mesh and become a common mesh (Mesh Renderer + Mesh
Filter).
The common mesh will have the vertices at the position of the vertices of the Skinned mesh, the moment
this method is called. After converting the Skinned mesh to static, the Skinned mesh will no longer be
rendered, only its static version.
using UnityEngine;
using MTAssets.SkinnedMeshCombiner;
public class Test : MonoBehaviour {
public SkinnedMeshCombiner meshCombiner;
void Start () {
//Convert the mesh result of merge, to static
meshCombiner.ConvertCombinedMeshToStaticMesh();
}
}
Undoing the combined mesh to static mesh
To undo the conversion to static mesh and restore the Skinned mesh, call the method below.
using UnityEngine;
using MTAssets.SkinnedMeshCombiner;
public class Test : MonoBehaviour {
public SkinnedMeshCombiner meshCombiner;
void Start () {
//Undo covnversion to static mesh
meshCombiner.UndoConvertCombinedMeshToStaticMesh();
}
}
Verifying that the mesh resulting from the merge has been converted to static
To find out if the mesh resulting from the merge is currently converted to a static mesh, call the
method below.
using UnityEngine;
using MTAssets.SkinnedMeshCombiner;
public class Test : MonoBehaviour {
public SkinnedMeshCombiner meshCombiner;
void Start () {
//Is the mesh resulting of merge is converted to static?
bool isConverted = meshCombiner.isCombiendMeshesConvertedToStatic();
}
}
Getting the mesh converted to static
If the mesh resulting from the merge is converted to a static mesh, the Skinned Mesh Renderer can return
the GameObject that is storing the static mesh. To do this, call the method below. If your character's
meshes are not combined, or are not converted to static
meshes, this method will return null.
using UnityEngine;
using MTAssets.SkinnedMeshCombiner;
public class Test : MonoBehaviour {
public SkinnedMeshCombiner meshCombiner;
void Start () {
//Get the GameObject that stores the static mesh
GameObject staticMesh = meshCombiner.GetCombinedMeshConvertedToStatic();
}
}
Settings e Options Of Component
The Skinned Mesh Combiner has some options and settings that you can use in merge methods. Each setup
can
help you even more during merge! In addition, you can also change each one at run time.
See for example, when you change the merge method at run time
void Start()
{
SkinnedMeshCombiner combiner = GetComponent<SkinnedMeshCombiner>();
combiner.mergeMethod = SkinnedMeshCombiner.MergeMethod.AllInOne;
}
| Name | Variable | Description |
|---|---|---|
| Combine Method | mergeMethod | Changes the combine method of the Skinned Mesh Combiner component. (Keep reading to view all parameters of each merge method!) |
| Compatibility Mode | compatibilityMode | Changes the compatibility mode for remapping the mesh bone weights. It should normally be activated. |
| Combine Inactives | combineInactives | If you enable this option, Skinned Mesh Combiner will include ALL meshes in the merge, even meshes that are disabled. |
| Combine On Start | combineOnStart | Activate this option and the Skinned Mesh Combiner will start the merge automatically, as soon as the game starts. The existing parameters that will be used during the merge, so be sure to leave the SMC already configured, before starting the game. |
| Convert To Static Mesh | convertCombinedMeshToStaticOnStart | Leave this option enabled and after performing the merge when starting the game, SMC will still transform the mesh resulting from the merge, into a static mesh. For this option to be available, "Combine On Start" must be enabled. |
| Ignore Blendshapes | ignoreBlendshapes | If this option is enabled, Skinned Mesh Combiner will ignore any meshes that have Blendshapes. Useful if you want to keep full control of your Blendshapes, and still combine your meshes. |
| Name Of This Merge | nameOfThisMerge | The name that will be given to the GameObject resulting from the merge (and that stores the combined mesh). Useful if you need to generate several merges within just one character, if you want to make LODs for example. |
| GameObjects To Ignore During Merge | gameObjectsToIgnore | A list of GameObjects to be ignored by SMC when merging. Add a GameObject to this list and it will simply be ignored during the merge! |
| On Combine Meshes (Event) | onCombineMeshs | This event will call all registered methods after a merge is complete. |
| On Undo Combine Meshes (Event) | onUndoCombineMeshs | This event will call all registered methods after a merge is undone. |
| Show Logs In Console | launchConsoleLogs | Enable this option and SMC will also send logs to the Unity console if it needs to communicate with you, or needs to report errors or warnings. |
| Highlight UV Vertices | highlightUvVertices | Activate this option and the SMC will place yellow pixels in the atlas, where each vertex of the UV map is located. |
| Save Data In Assets | saveDataInAssets | If this option is active, SMC will save the mesh files, textures and etc., generated during
the
merging. The files will be saved to your project. Note: Files are only saved if they are merged using the Editor. |
| Save Prefab Of Merge | savePrefabOfMerge | If this option is active, SMC will save a merge prefab to your project. Note: Prefab are only saved if they are merged using the Editor. |
| Prefab Name | nameOfPrefabOfMerge | The name that will be given to the saved prefab. Note: Prefab are only saved if they are merged using the Editor. |
- Parameters Of One Mesh Per Material merge method
| Name | Variable | Description |
|---|---|---|
| Only Eq. Root Bones | oneMeshPerMaterialParams.mergeOnlyEqualRootBones | Activate this and the Skinned Mesh Combiner will stop the merge if it finds any mesh that has root bones different from the other meshes. This is not always necessary, but it is a security mechanism to avoid possible merge problems. You can always disable this option if you prefer! |
- Parameters Of All In One merge method
| Name | Variable | Description |
|---|---|---|
| Only Eq. Root Bones | allInOneParams.mergeOnlyEqualRootBones | Activate this and the Skinned Mesh Combiner will stop the merge if it finds any mesh that has root bones different from the other meshes. This is not always necessary, but it is a security mechanism to avoid possible merge problems. You can always disable this option if you prefer! |
| Material To Use | allInOneParams.materialToUse | This parameter is mandatory. After merging, Skinned Mesh Combiner will use the material you provide to create a copy and apply it to the combined mesh. This material will store the Atlas generated during the merge and will also have its properties copied from the material you provide (Except textures). |
| Atlas Max Resolution | allInOneParams.atlasResolution | The maximum resolution that the atlas generated during the merge can have. |
| Atlas Padding | allInOneParams.atlasPadding | The space between each texture in the atlas. |
| Mip Map Edges Size | allInOneParams.mipMapEdgesSize | The size of the edges that each texture will have. The larger the border, the less likely that a texture will appear invisible when the camera is further away, but the quality of the texture is reduced if the atlas is small. |
| Merge Tiled Textures | allInOneParams.mergeTiledTextures | Some textures have a higher UV than the texture itself (tiled textures). That is, the texture is repeated when rendered in the model. During blending, repeating a texture can cause several problems related to how the texture will be displayed in the atlas, so the SMC reduces its UV to fit the original texture, eliminating the texture repetition effect. You can choose 1 of 3 methods of blending tiled textures. |
| Default Main Tex. Prop. | allInOneParams.useDefaultMainTextureProperty |
If the textures of the materials of the character you want to combine, are stored in the
"_MainTex" property, leave this option enabled. Otherwise, disable this option to show the
SMC,
in which properties to look for textures. Variable that stores the name of the property where the SMC will look for textures/maps: allInOneParams.mainTexturePropertyToFind Variable that stores the name of the property where the SMC will apply the atlas of all textures/maps combined: allInOneParams.mainTexturePropertyToInsert |
| Metallic Map Support | allInOneParams.metallicMapSupport |
Activate this option to activate support for the "Metallic Map" effect, then SMC will combine all the maps found and create an atlas of this effect. Variable that stores the name of the property where the SMC will look for textures/maps: allInOneParams.metallicMapPropertyToFind Variable that stores the name of the property where the SMC will apply the atlas of all textures/maps combined: allInOneParams.metallicMapPropertyToInsert |
| Spec. Map Support | allInOneParams.specularMapSupport |
Activate this option to activate support for the "Specular Map" effect, then SMC will combine all the maps found and create an atlas of this effect. Variable that stores the name of the property where the SMC will look for textures/maps: allInOneParams.specularMapPropertyToFind Variable that stores the name of the property where the SMC will apply the atlas of all textures/maps combined: allInOneParams.specularMapPropertyToInsert |
| Normal Map Support | allInOneParams.normalMapSupport |
Activate this option to activate support for the "Normal Map" effect, then SMC will combine all the maps found and create an atlas of this effect. Variable that stores the name of the property where the SMC will look for textures/maps: allInOneParams.normalMapPropertyToFind Variable that stores the name of the property where the SMC will apply the atlas of all textures/maps combined: allInOneParams.normalMapPropertyToInsert |
| Normal Map 2 Support | allInOneParams.normalMap2Support |
Activate this option to activate support for the "Detail Normal Map" effect, then SMC will combine all the maps found and create an atlas of this effect. Variable that stores the name of the property where the SMC will look for textures/maps: allInOneParams.normalMap2PropertyFind Variable that stores the name of the property where the SMC will apply the atlas of all textures/maps combined: allInOneParams.normalMap2PropertyToInsert |
| Height Map Support | allInOneParams.heightMapSupport |
Activate this option to activate support for the "Height Map" effect, then SMC will combine all the maps found and create an atlas of this effect. Variable that stores the name of the property where the SMC will look for textures/maps: allInOneParams.heightMapPropertyToFind Variable that stores the name of the property where the SMC will apply the atlas of all textures/maps combined: allInOneParams.heightMapPropertyToInsert |
| Occlus. Map Support | allInOneParams.occlusionMapSupport |
Activate this option to activate support for the "Occlusion Map" effect, then SMC will combine all the maps found and create an atlas of this effect. Variable that stores the name of the property where the SMC will look for textures/maps: allInOneParams.occlusionMapPropertyToFind Variable that stores the name of the property where the SMC will apply the atlas of all textures/maps combined: allInOneParams.occlusionMapPropertyToInsert |
| Detail Map Support | allInOneParams.detailAlbedoMapSupport |
Activate this option to activate support for the "Detail Albedo Map" effect, then SMC will combine all the maps found and create an atlas of this effect. Variable that stores the name of the property where the SMC will look for textures/maps: allInOneParams.detailMapPropertyToFind Variable that stores the name of the property where the SMC will apply the atlas of all textures/maps combined: allInOneParams.detailMapPropertyToInsert |
| Detail Mask Support | allInOneParams.detailMaskSupport |
Activate this option to activate support for the "Detail Mask Map" effect, then SMC will combine all the maps found and create an atlas of this effect. Variable that stores the name of the property where the SMC will look for textures/maps: allInOneParams.detailMaskPropertyToFind Variable that stores the name of the property where the SMC will apply the atlas of all textures/maps combined: allInOneParams.detailMaskPropertyToInsert |
| Pink Normal Maps Fix | allInOneParams.pinkNormalMapsFix | Sometimes, when generating atlases from normal maps, for reasons of compacting textures, the atlas may come out in a pink / orange tone. If this happens, activate this option and the Skinned Mesh Combiner will execute an algorithm to detect and prevent this from happening! |
- Parameters Of Just Material Colors merge method
| Name | Variable | Description |
|---|---|---|
| Only Eq. Root Bones | justMaterialColorsParams.mergeOnlyEqualRootBones | Activate this and the Skinned Mesh Combiner will stop the merge if it finds any mesh that has root bones different from the other meshes. This is not always necessary, but it is a security mechanism to avoid possible merge problems. You can always disable this option if you prefer! |
| Material To Use | justMaterialColorsParams.materialToUse | This parameter is mandatory. After merging, Skinned Mesh Combiner will use the material you provide to create a copy and apply it to the combined mesh. This material will store the Atlas generated during the merge and will also have its properties copied from the material you provide (Except textures). |
| Default Color Property | justMaterialColorsParams.useDefaultColorProperty |
If the colors of your materials are not stored in the "_Color" property, disable this option so that you can define yourself, where the SMC should look for colors. Variable that stores the name of the property where the SMC will look for colors: justMaterialColorsParams.colorPropertyToFind Variable that stores the name of the property where the SMC will apply the atlas of all colors combined: justMaterialColorsParams.mainTexturePropertyToInsert |
- Parameters Of Only Anima2D Meshes merge method
| Name | Variable | Description |
|---|---|---|
| Atlas Max Resolution | onlyAnima2dMeshes.atlasResolution | The maximum resolution that the atlas generated during the merge can have. |
Contact and Support
Congratulations, you have reached the end of the documentation! Thanks for reading. If you need to
contact
me for any difficulty, feature suggestion, bug fix, question or support, just contact me through my
email
below!


Set Panel Rows Option
Set Max Panel Rows Option
Row Click ON Row Click OFF
Tell column 0 always to render if outside or horizontal scroll
Always Render Column ON Always Render Column OFF


Class ComplexState
A simulation state using complex numbers.
Inherited Members
System.Object.ToString()
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
Namespace: SpiceSharp.Simulations
Assembly: SpiceSharp.dll
Syntax
public class ComplexState : State
Properties
DiagonalGmin
An extra conductance that can be added to all nodes to ground to aid convergence.
Declaration
public double DiagonalGmin { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Double | The conductance added on the diagonal. |
IsConvergent
Gets or sets a value indicating whether the solution converges.
Declaration
public bool IsConvergent { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Boolean |
|
Laplace
Gets or sets the current laplace variable.
Declaration
public Complex Laplace { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Numerics.Complex | The laplace variable value. |
PivotAbsoluteTolerance
TEMPORARY: Pivot absolute tolerance
Declaration
public double PivotAbsoluteTolerance { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Double | The pivot absolute tolerance. |
PivotRelativeTolerance
TEMPORARY: Pivot relative tolerance
Declaration
public double PivotRelativeTolerance { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Double | The pivot relative tolerance. |
Solution
Gets the solution.
Declaration
public Vector<Complex> Solution { get; }
Property Value
| Type | Description |
|---|---|
| Vector<System.Numerics.Complex> | The solution. |
Solver
Gets the solver for complex linear systems of equations.
Declaration
public ComplexSolver Solver { get; }
Property Value
| Type | Description |
|---|---|
| ComplexSolver | The solver. |
Sparse
Gets or sets flags for solving using sparse matrices.
Declaration
public ComplexState.SparseStates Sparse { get; set; }
Property Value
| Type | Description |
|---|---|
| ComplexState.SparseStates | The flags. |
Methods
Destroy()
Unsetup the state.
Declaration
public override void Destroy()
Overrides
Setup(VariableSet)
Setup the simulation state.
Declaration
public override void Setup(VariableSet nodes)
Parameters
| Type | Name | Description |
|---|---|---|
| VariableSet | nodes | The unknown variables for which the state is used. |
Overrides
Exceptions
| Type | Condition |
|---|---|
| System.ArgumentNullException | nodes |


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| 018:074 Khan | : |
Then they both proceeded, till they met a boy, he (Khidr) killed him.  Verily, you have committed a thing "Nukra" (a great Munkar - prohibited, evil, dreadful thing)!" |
| 018:074 Maulana | : |
So they went on, until, when they met a boy, he slew him. (Moses) said: Hast thou slain an innocent person, not guilty of slaying another? Thou hast indeed done a horrible thing. |
| 018:074 Pickthal | : |
So they twain journeyed on till, when they met a lad, he slew him. (Moses) said: What! Hast thou slain an innocent soul who hath slain no man? Verily thou hast done a horrid thing. |
| 018:074 Rashad | : |
So they went. When they met a young boy, he killed him.  You have committed something horrendous." |
| 018:074 Sarwar | : |
They continued on their journey until they met a young boy whom he killed. Moses said, "How could you murder an innocent soul? This is certainly a horrible act". |
| 018:074 Shakir | : |
So they went on until, when they met a boy, he slew him. (Musa) said: Have you slain an innocent person otherwise than for manslaughter? Certainly you have done an evil thing. |
| 018:074 Sherali | : |
So they journeyed on till when they met a young boy; he slew him. Moses said, 'What ! hast thou slain an innocent person without his having slain anyone ! Surely, thou hast done a hideous thing.' |
| 018:074 Yusufali | : |
Then they proceeded: until, when they met a young man, he slew him. Moses said: "Hast thou slain an innocent person who had slain none? Truly a foul (unheard of) thing hast thou done!" |
Concepts/Themes Covered:
This tool uses eight English parallel translations for the Holy Quran imported from Mr. Clay Smith. You can also visit Qurany Concepts for browsing the Quran themes or topics. If you want to search the Holy Quran for keywords, please visit Qurany Keywords.


Function Redirection API¶
Overview¶
When writing unit tests, it's important to be able to isolate the code being tested from other parts of the kernel. This ensures the reliability of the test (it won't be affected by external factors), reduces dependencies on specific hardware or config options (making the test easier to run), and protects the stability of the rest of the system (making it less likely for test-specific state to interfere with the rest of the system).
While for some code (typically generic data structures, helpers, and other "pure functions") this is trivial, for others (like device drivers, filesystems, core subsystems) the code is heavily coupled with other parts of the kernel.
This coupling is often due to global state in some way: be it a global list of devices, the filesystem, or some hardware state. Tests need to either carefully manage, isolate, and restore state, or they can avoid it altogether by replacing access to and mutation of this state with a "fake" or "mock" variant.
By refactoring access to such state, such as by introducing a layer of indirection which can use or emulate a separate set of test state. However, such refactoring comes with its own costs (and undertaking significant refactoring before being able to write tests is suboptimal).
A simpler way to intercept and replace some of the function calls is to use function redirection via static stubs.
Static Stubs¶
Static stubs are a way of redirecting calls to one function (the "real" function) to another function (the "replacement" function).
It works by adding a macro to the "real" function which checks to see if a test is running, and if a replacement function is available. If so, that function is called in place of the original.
Using static stubs is pretty straightforward:
Add the
KUNIT_STATIC_STUB_REDIRECT()
macro to the start of the "real" function.This should be the first statement in the function, after any variable declarations.
KUNIT_STATIC_STUB_REDIRECT()
takes the name of the function, followed by all of the arguments passed to the real function.For example:
void send_data_to_hardware(const char *str) { KUNIT_STATIC_STUB_REDIRECT(send_data_to_hardware, str); /* real implementation */ }
Write one or more replacement functions.
These functions should have the same function signature as the real function. In the event they need to access or modify test-specific state, they can use kunit_get_current_test() to get a
struct kunit
pointer. This can then be passed to the expectation/assertion macros, or used to look up KUnit resources.For example:
void fake_send_data_to_hardware(const char *str) { struct kunit *test = kunit_get_current_test(); KUNIT_EXPECT_STREQ(test, str, "Hello World!"); }
Activate the static stub from your test.
From within a test, the redirection can be enabled with
kunit_activate_static_stub()
, which accepts astruct kunit
pointer, the real function, and the replacement function. You can call this several times with different replacement functions to swap out implementations of the function.In our example, this would be
kunit_activate_static_stub(test, send_data_to_hardware, fake_send_data_to_hardware);
Call (perhaps indirectly) the real function.
Once the redirection is activated, any call to the real function will call the replacement function instead. Such calls may be buried deep in the implementation of another function, but must occur from the test's kthread.
For example:
send_data_to_hardware("Hello World!"); /* Succeeds */ send_data_to_hardware("Something else"); /* Fails the test. */
(Optionally) disable the stub.
When you no longer need it, disable the redirection (and hence resume the original behaviour of the 'real' function) using
kunit_deactivate_static_stub()
. Otherwise, it will be automatically disabled when the test exits.For example:
kunit_deactivate_static_stub(test, send_data_to_hardware);
It's also possible to use these replacement functions to test to see if a function is called at all, for example:
void send_data_to_hardware(const char *str)
{
KUNIT_STATIC_STUB_REDIRECT(send_data_to_hardware, str);
/* real implementation */
}
/* In test file */
int times_called = 0;
void fake_send_data_to_hardware(const char *str)
{
times_called++;
}
...
/* In the test case, redirect calls for the duration of the test */
kunit_activate_static_stub(test, send_data_to_hardware, fake_send_data_to_hardware);
send_data_to_hardware("hello");
KUNIT_EXPECT_EQ(test, times_called, 1);
/* Can also deactivate the stub early, if wanted */
kunit_deactivate_static_stub(test, send_data_to_hardware);
send_data_to_hardware("hello again");
KUNIT_EXPECT_EQ(test, times_called, 1);
API Reference¶
-
KUNIT_STATIC_STUB_REDIRECT¶
KUNIT_STATIC_STUB_REDIRECT (real_fn_name, args...)
call a replacement 'static stub' if one exists
Parameters
real_fn_name
The name of this function (as an identifier, not a string)
args...
All of the arguments passed to this function
Description
This is a function prologue which is used to allow calls to the current
function to be redirected by a KUnit test. KUnit tests can call
kunit_activate_static_stub()
to pass a replacement function in. The
replacement function will be called by KUNIT_TRIGGER_STATIC_STUB(), which
will then return from the function. If the caller is not in a KUnit context,
the function will continue execution as normal.
int real_func(int n)
{
KUNIT_STATIC_STUB_REDIRECT(real_func, n);
return 0;
}
int replacement_func(int n)
{
return 42;
}
void example_test(struct kunit *test)
{
kunit_activate_static_stub(test, real_func, replacement_func);
KUNIT_EXPECT_EQ(test, real_func(1), 42);
}
Example
-
kunit_activate_static_stub¶
kunit_activate_static_stub (test, real_fn_addr, replacement_addr)
replace a function using static stubs.
Parameters
test
A pointer to the '
struct kunit
' test context for the current test.real_fn_addr
The address of the function to replace.
replacement_addr
The address of the function to replace it with.
Description
When activated, calls to real_fn_addr from within this test (even if called indirectly) will instead call replacement_addr. The function pointed to by real_fn_addr must begin with the static stub prologue in KUNIT_TRIGGER_STATIC_STUB() for this to work. real_fn_addr and replacement_addr must have the same type.
The redirection can be disabled again with kunit_deactivate_static_stub()
.
-
void kunit_deactivate_static_stub(struct kunit *test, void *real_fn_addr)¶
disable a function redirection
Parameters
struct kunit *test
A pointer to the '
struct kunit
' test context for the current test.void *real_fn_addr
The address of the function to no-longer redirect
Description
Deactivates a redirection configured with kunit_activate_static_stub()
. After
this function returns, calls to real_fn_addr() will execute the original
real_fn, not any previously-configured replacement.